使用具有变换原点中心的滚轮在鼠标点上缩放图像 in/out。需要帮助计算
Zoom image in/out on mouse point using wheel with transform origin center. Need help in calculation
语境:
- 我的要求是根据用户对图像的操作进行缩放、旋转和平移等图像变换。
- 使用变换原点 50% 50%(默认)在其中心完成图像的旋转和平移。
- 为了使用鼠标滚轮缩放鼠标点上的图像,我能够使其与变换原点 0 0 一起使用
- 只是为了在我更改原点时适应缩放行为,我需要重新计算相对于新原点的其他变换。
问题:
- 如果变换原点默认为50% 50%,如何在鼠标点上缩放图像?
- 以下fiddle以变换原点0 0作参考。我需要帮助使用 transform origin 50% 50%.
优化此计算
有人可以协助进一步优化此计算,使其适用于默认变换原点吗?
<!DOCTYPE html>
<html lang="en">
<head>
<style>
.container {
background-color: lightgrey;
}
.stage {
height: 100%;
width: 100%;
overflow: hidden;
}
#image {
transform-origin: 0 0;
height: auto;
width: 80%;
cursor: grab;
}
.actions {
display: flex;
position: absolute;
bottom: 0;
left: 0;
height: 1.5rem;
width: 100%;
background-color: lightgrey;
}
.action {
margin-right: 1rem;
}
</style>
</head>
<body>
<div class="container">
<div class="stage">
<img id="image" src="https://cdn.pixabay.com/photo/2018/01/14/23/12/nature-3082832__480.jpg" />
</div>
<div class="actions">
<div class="action">
<label for="rotate">Rotate </label>
<input type="range" id="rotate" name="rotate" min="0" max="360">
</div>
</div>
</div>
<script>
const img = document.getElementById('image');
const rotate = document.getElementById('rotate');
let mouseX;
let mouseY;
let mouseTX;
let mouseTY;
let startXOffset = 222.6665;
let startYOffset = 224.713;
let startX = 0;
let startY = 0;
let panning = false;
const ts = {
scale: 1,
rotate: 0,
translate: {
x: 0,
y: 0
}
};
rotate.oninput = function(event) {
event.preventDefault();
ts.rotate = event.target.value;
setTransform();
};
img.onwheel = function(event) {
event.preventDefault();
let xs = (event.clientX - ts.translate.x) / ts.scale;
let ys = (event.clientY - ts.translate.y) / ts.scale;
let delta = (event.wheelDelta ? event.wheelDelta : -event.deltaY);
ts.scale = (delta > 0) ? (ts.scale * 1.2) : (ts.scale / 1.2);
ts.translate.x = event.clientX - xs * ts.scale;
ts.translate.y = event.clientY - ys * ts.scale;
setTransform();
};
img.onmousedown = function(event) {
event.preventDefault();
panning = true;
img.style.cursor = 'grabbing';
mouseX = event.clientX;
mouseY = event.clientY;
mouseTX = ts.translate.x;
mouseTY = ts.translate.y;
};
img.onmouseup = function(event) {
panning = false;
img.style.cursor = 'grab';
};
img.onmousemove = function(event) {
event.preventDefault();
const x = event.clientX;
const y = event.clientY;
pointX = (x - startX);
pointY = (y - startY);
if (!panning) {
return;
}
ts.translate.x =
mouseTX + (x - mouseX);
ts.translate.y =
mouseTY + (y - mouseY);
setTransform();
};
function setTransform() {
const steps = `translate(${ts.translate.x}px,${ts.translate.y}px) scale(${ts.scale}) rotate(${ts.rotate}deg)`;
img.style.transform = steps;
}
</script>
</body>
</html>
How to scale the image on mouse point if the transform origin is defaulted to 50% 50% by default ?
要将原点移动到 50% 50%,我们需要鼠标相对于图像的 x、y 位置,即图像左上角作为原点,直到图像右下角。然后我们使用相对坐标补偿图像位置。我们还需要考虑图像尺寸。
<!DOCTYPE html>
<html lang="en">
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<style>
.container {
background-color: lightgrey;
}
.stage {
height: 90vh;
width: 100%;
overflow: hidden;
}
#image {
transform-origin: 50% 50%;
height: auto;
width: 40%;
cursor: grab;
}
.actions {
display: flex;
position: absolute;
bottom: 0;
left: 0;
height: 1.5rem;
width: 100%;
background-color: lightgrey;
}
.action {
margin-right: 1rem;
}
</style>
</head>
<body>
<div class="container">
<div class="stage">
<img id="image" src="https://cdn.pixabay.com/photo/2018/01/14/23/12/nature-3082832__480.jpg" />
</div>
<div class="actions">
<div class="action">
<label for="rotate">Rotate </label>
<input type="range" id="rotate" name="rotate" min="0" max="360">
<button onclick="reset()">Reset All</button>
</div>
</div>
</div>
<script>
const img = document.getElementById('image');
const rotate = document.getElementById('rotate');
let mouseX;
let mouseY;
let mouseTX;
let mouseTY;
let startXOffset = 222.6665;
let startYOffset = 224.713;
let startX = 0;
let startY = 0;
let panning = false;
const ts = {
scale: 1,
rotate: 0,
translate: {
x: 0,
y: 0
}
};
rotate.oninput = function(event) {
event.preventDefault();
ts.rotate = event.target.value;
setTransform();
};
img.onwheel = function(event) {
event.preventDefault();
//need more handling to avoid fast scrolls
var func = img.onwheel;
img.onwheel = null;
let rec = img.getBoundingClientRect();
let x = (event.clientX - rec.x) / ts.scale;
let y = (event.clientY - rec.y) / ts.scale;
let delta = (event.wheelDelta ? event.wheelDelta : -event.deltaY);
ts.scale = (delta > 0) ? (ts.scale + 0.2) : (ts.scale - 0.2);
//let m = (ts.scale - 1) / 2;
let m = (delta > 0) ? 0.1 : -0.1;
ts.translate.x += (-x * m * 2) + (img.offsetWidth * m);
ts.translate.y += (-y * m * 2) + (img.offsetHeight * m);
setTransform();
img.onwheel = func;
};
img.onmousedown = function(event) {
event.preventDefault();
panning = true;
img.style.cursor = 'grabbing';
mouseX = event.clientX;
mouseY = event.clientY;
mouseTX = ts.translate.x;
mouseTY = ts.translate.y;
};
img.onmouseup = function(event) {
panning = false;
img.style.cursor = 'grab';
};
img.onmousemove = function(event) {
event.preventDefault();
let rec = img.getBoundingClientRect();
let xx = event.clientX - rec.x;
let xy = event.clientY - rec.y;
const x = event.clientX;
const y = event.clientY;
pointX = (x - startX);
pointY = (y - startY);
if (!panning) {
return;
}
ts.translate.x =
mouseTX + (x - mouseX);
ts.translate.y =
mouseTY + (y - mouseY);
setTransform();
};
function setTransform() {
const steps = `translate(${ts.translate.x}px,${ts.translate.y}px) scale(${ts.scale}) rotate(${ts.rotate}deg) translate3d(0,0,0)`;
//console.log(steps);
img.style.transform = steps;
}
function reset() {
ts.scale = 1;
ts.rotate = 0;
ts.translate = {
x: 0,
y: 0
};
rotate.value = 180;
img.style.transform = 'none';
}
setTransform();
</script>
</body>
</html>
为简单起见,我将比例加 0.2 而不是乘以 1.2。你可以用正确的比例把它改回来。还添加了一个重置按钮。
现在,由于变换原点已移动到 50% 50%,您可以在中心旋转图像。
语境:
- 我的要求是根据用户对图像的操作进行缩放、旋转和平移等图像变换。
- 使用变换原点 50% 50%(默认)在其中心完成图像的旋转和平移。
- 为了使用鼠标滚轮缩放鼠标点上的图像,我能够使其与变换原点 0 0 一起使用
- 只是为了在我更改原点时适应缩放行为,我需要重新计算相对于新原点的其他变换。
问题:
- 如果变换原点默认为50% 50%,如何在鼠标点上缩放图像?
- 以下fiddle以变换原点0 0作参考。我需要帮助使用 transform origin 50% 50%. 优化此计算
有人可以协助进一步优化此计算,使其适用于默认变换原点吗?
<!DOCTYPE html>
<html lang="en">
<head>
<style>
.container {
background-color: lightgrey;
}
.stage {
height: 100%;
width: 100%;
overflow: hidden;
}
#image {
transform-origin: 0 0;
height: auto;
width: 80%;
cursor: grab;
}
.actions {
display: flex;
position: absolute;
bottom: 0;
left: 0;
height: 1.5rem;
width: 100%;
background-color: lightgrey;
}
.action {
margin-right: 1rem;
}
</style>
</head>
<body>
<div class="container">
<div class="stage">
<img id="image" src="https://cdn.pixabay.com/photo/2018/01/14/23/12/nature-3082832__480.jpg" />
</div>
<div class="actions">
<div class="action">
<label for="rotate">Rotate </label>
<input type="range" id="rotate" name="rotate" min="0" max="360">
</div>
</div>
</div>
<script>
const img = document.getElementById('image');
const rotate = document.getElementById('rotate');
let mouseX;
let mouseY;
let mouseTX;
let mouseTY;
let startXOffset = 222.6665;
let startYOffset = 224.713;
let startX = 0;
let startY = 0;
let panning = false;
const ts = {
scale: 1,
rotate: 0,
translate: {
x: 0,
y: 0
}
};
rotate.oninput = function(event) {
event.preventDefault();
ts.rotate = event.target.value;
setTransform();
};
img.onwheel = function(event) {
event.preventDefault();
let xs = (event.clientX - ts.translate.x) / ts.scale;
let ys = (event.clientY - ts.translate.y) / ts.scale;
let delta = (event.wheelDelta ? event.wheelDelta : -event.deltaY);
ts.scale = (delta > 0) ? (ts.scale * 1.2) : (ts.scale / 1.2);
ts.translate.x = event.clientX - xs * ts.scale;
ts.translate.y = event.clientY - ys * ts.scale;
setTransform();
};
img.onmousedown = function(event) {
event.preventDefault();
panning = true;
img.style.cursor = 'grabbing';
mouseX = event.clientX;
mouseY = event.clientY;
mouseTX = ts.translate.x;
mouseTY = ts.translate.y;
};
img.onmouseup = function(event) {
panning = false;
img.style.cursor = 'grab';
};
img.onmousemove = function(event) {
event.preventDefault();
const x = event.clientX;
const y = event.clientY;
pointX = (x - startX);
pointY = (y - startY);
if (!panning) {
return;
}
ts.translate.x =
mouseTX + (x - mouseX);
ts.translate.y =
mouseTY + (y - mouseY);
setTransform();
};
function setTransform() {
const steps = `translate(${ts.translate.x}px,${ts.translate.y}px) scale(${ts.scale}) rotate(${ts.rotate}deg)`;
img.style.transform = steps;
}
</script>
</body>
</html>
How to scale the image on mouse point if the transform origin is defaulted to 50% 50% by default ?
要将原点移动到 50% 50%,我们需要鼠标相对于图像的 x、y 位置,即图像左上角作为原点,直到图像右下角。然后我们使用相对坐标补偿图像位置。我们还需要考虑图像尺寸。
<!DOCTYPE html>
<html lang="en">
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<style>
.container {
background-color: lightgrey;
}
.stage {
height: 90vh;
width: 100%;
overflow: hidden;
}
#image {
transform-origin: 50% 50%;
height: auto;
width: 40%;
cursor: grab;
}
.actions {
display: flex;
position: absolute;
bottom: 0;
left: 0;
height: 1.5rem;
width: 100%;
background-color: lightgrey;
}
.action {
margin-right: 1rem;
}
</style>
</head>
<body>
<div class="container">
<div class="stage">
<img id="image" src="https://cdn.pixabay.com/photo/2018/01/14/23/12/nature-3082832__480.jpg" />
</div>
<div class="actions">
<div class="action">
<label for="rotate">Rotate </label>
<input type="range" id="rotate" name="rotate" min="0" max="360">
<button onclick="reset()">Reset All</button>
</div>
</div>
</div>
<script>
const img = document.getElementById('image');
const rotate = document.getElementById('rotate');
let mouseX;
let mouseY;
let mouseTX;
let mouseTY;
let startXOffset = 222.6665;
let startYOffset = 224.713;
let startX = 0;
let startY = 0;
let panning = false;
const ts = {
scale: 1,
rotate: 0,
translate: {
x: 0,
y: 0
}
};
rotate.oninput = function(event) {
event.preventDefault();
ts.rotate = event.target.value;
setTransform();
};
img.onwheel = function(event) {
event.preventDefault();
//need more handling to avoid fast scrolls
var func = img.onwheel;
img.onwheel = null;
let rec = img.getBoundingClientRect();
let x = (event.clientX - rec.x) / ts.scale;
let y = (event.clientY - rec.y) / ts.scale;
let delta = (event.wheelDelta ? event.wheelDelta : -event.deltaY);
ts.scale = (delta > 0) ? (ts.scale + 0.2) : (ts.scale - 0.2);
//let m = (ts.scale - 1) / 2;
let m = (delta > 0) ? 0.1 : -0.1;
ts.translate.x += (-x * m * 2) + (img.offsetWidth * m);
ts.translate.y += (-y * m * 2) + (img.offsetHeight * m);
setTransform();
img.onwheel = func;
};
img.onmousedown = function(event) {
event.preventDefault();
panning = true;
img.style.cursor = 'grabbing';
mouseX = event.clientX;
mouseY = event.clientY;
mouseTX = ts.translate.x;
mouseTY = ts.translate.y;
};
img.onmouseup = function(event) {
panning = false;
img.style.cursor = 'grab';
};
img.onmousemove = function(event) {
event.preventDefault();
let rec = img.getBoundingClientRect();
let xx = event.clientX - rec.x;
let xy = event.clientY - rec.y;
const x = event.clientX;
const y = event.clientY;
pointX = (x - startX);
pointY = (y - startY);
if (!panning) {
return;
}
ts.translate.x =
mouseTX + (x - mouseX);
ts.translate.y =
mouseTY + (y - mouseY);
setTransform();
};
function setTransform() {
const steps = `translate(${ts.translate.x}px,${ts.translate.y}px) scale(${ts.scale}) rotate(${ts.rotate}deg) translate3d(0,0,0)`;
//console.log(steps);
img.style.transform = steps;
}
function reset() {
ts.scale = 1;
ts.rotate = 0;
ts.translate = {
x: 0,
y: 0
};
rotate.value = 180;
img.style.transform = 'none';
}
setTransform();
</script>
</body>
</html>
为简单起见,我将比例加 0.2 而不是乘以 1.2。你可以用正确的比例把它改回来。还添加了一个重置按钮。
现在,由于变换原点已移动到 50% 50%,您可以在中心旋转图像。